I am fascinated by balance in games. It's my opinion that quality of balance is a much more important factor in the overall qualify of a game than most people seem to think. So far, most of my experience studying balance has been with fighting games. I watched intently as Capcom balanced and rebalanced the Street Fighter IV games. Also I spent a year modding Super Smash Bros. Brawl to try my hand at balancing a game myself. I learned a lot from these experiences, the latter in particular.
Spiral Knights is my latest obsession; as of this writing, I've sunk 489 hours of gameplay (and $98) into it. I could write a paragraph extolling the game's virtues, but that's not what we're here for. This post contains the potential fixes I've come up with for the balance issues with a number of the items in Spiral Knights, as well as explanations of my reasoning. Most of these suggestions are simple yet pretty out-of-the-box; properly balancing a crappy weapon is usually not as straightforward as increasing the damage it deals. Also it may be important to note that I have not spent any time lurking on these forums, and that this is my first post, meaning that if any of my suggestions have already been put forth by other posters, I have not been aware of it.
I'm a big believer in Sean Malstrom's philosophy that the best game developers treat their games as not a product, but a service. I think OOO is doing a phenomenal job with this in a lot of ways. Yet I have to say I'm impatient to see what they come out with for refining item balance! So without further ado, here are my suggestions for what they should try...
all Plate helms and armors
Change Attack Speed Decreased to Movement Speed Decreased.
Why? It's one thing to use the staggeringly slow Troika line; it's another to wear armor that makes it even slower. Players who want to use a good Heavy loadout in Spiral Knights are pretty much out of luck because of this. But if the speed decrease is moved to walk speed, suddenly these armors become suitable to players who prefer slow and steady over fragile and agile. I'm not sure whether the Ancient Plate set should remain Attack Speed Decreased: Low and Movement Speed Decreased: Low or if it should be changed to Movement Speed Decreased: Medium. That set is harder to think about, what with some attacks now dealing pure piercing/elemental/shadow damage in T3. Actually the Spiral Plate Helm and Spiral Plate Mail lines are tricky to balance for this same reason, but at least the change I'm proposing should better tailor them to the player type they were designed for.
Big Angry Bomb
Drastically shorten its fuse.
Why? This bomb must have been meant to be joke weapon of sorts. But for me it missed So Bad It's Funny territory and ended up So Bad It's Terrible. I know it says on the Wiki to not post about it, but that's probably just to prevent people from complaining, and I really think my solution here would make it a much more interesting and viable weapon. (...still not great but at least viable.) When I say its fuse should be drastically shortened, I mean its fuse should be changed to be the shortest of all the bombs in the game. As it is now, it has the longest fuse, the longest charge time, the slowest walk speed, and a significantly smaller blast radius than the Nitronome. Are all those penalties worth it doing a bit more damage than the Nitronome? Not even close! With a very short fuse, the weapon suddenly has applications, the most obvious of which being that it can be used defensively, since it explodes soon after being planted and blasts all the enemies around it far away. This is very different from the Nitronome, which the player can walk around with and plant at ease. Currently the Big Angry Bomb is only useful for trolling. Making this change to it would retain that use (which one could say is important), while also giving it a worthwhile tactical use for players who care to master using it. Lastly I have to say it makes sense for it to have a short fuse, as that's one way of describing someone who has a temper!
Irontech Destroyer
Change its blast radius and charge time to match those of the Nitronome.
Why? Currently this bomb is basically the Big Angry Bomb except with a slightly shorter charge time, slightly less damage and slightly less knockback. So really it's just as bad. The changes proposed here are quite simple, and would result in the differences between it and the Nitronome being reduced to the following: higher damage, higher knockback, slower walk speed, and longer fuse. Does that just about balance it out? Well it does a much better job of it than those plus the extra penalties of a longer charge time and a smaller explosion. Unlike with the Big Angry Bomb, I'm not trying to turn the Irontech Destroyer into an entirely different beast here; I just want it to be a viable alternative to the Nitronome that some players might favor and some might not. Wasn't that originally the purpose of the weapon anyway?
Catalyzer line
Enable chain reaction on the charges (meaning that one detonated charge can set off others if they're caught in the explosion). In addition, greatly increase the animation speed of the charge attack. It might also be a good idea to increase the time it takes for charges orbiting enemies to disappear, but that might not make much of a difference.
Why? The Catalyzer line needs a lot of help. Its concept is really cool, but in practice its slow bullets mean successfully landing charge shots and then setting them off is difficult to the point of impracticality, especially when players can get much better results from other guns. However, rather than simply give it faster bullets (which would make it no longer match the Pulsar line), it would make more sense to just modify its charge attack to be easier to use. Think about how the changes listed above would apply to fighting a big group enemies. The faster firing animation for the charge attack would make it easier to fire without being vulnerable, and the chain reaction would mean the player would no longer have to put all their charges on one enemy to maximize damage. This means that, rather than trying to single out an enemy to add charges to and then detonate, which is excessively difficult when fighting a big group, the player could just fire at will and then set them off when ready. The gun would still be tricky to use in a team (unless other players are also using Catalyzer line guns, as they can set off each other's charges!), but at least with these changes it should be more viable for getting worthwhile DPS.
Magnus line
Change the player's walk speed while charging its charge attack to match that of most guns.
Why? Does anyone ever use this charge attack? I have a Callahan that I use a lot against devilites, and the only time I ever start charging it is before I get to a spot where enemies spawn. And even then it's rarely that helpful because its damage isn't great. These guns are good, but the extra movement penalty for charging them is really unnecessary and prevents their charge attack from being at all practical in a fight.
Iron Slug
Increase its stopping power (so as to make every bullet always interrupt enemy attacks and knock down enemies that can be knocked down). If that's not enough, slightly increase its damage to compensate for the fact that it doesn't inflict a status. (Yes, this is all addition to the proposed Magnus line buff.)
Why? I'll be honest: I don't actually know if Spiral Knights' current engine allows for the programmers to increase a weapon's stopping power. If it doesn't... maybe some amount of knockback (possibly a lot) should be added to this gun's bullets instead. The Iron Slug needs something special and fitting to differentiate it from the Callahan. Right now the only advantage it has over its piercing counterpart is that it does more damage to slimes and constructs. But the Valiance is generally a better option for both of those. With increased stopping power, though, the gun would suddenly have a unique use that's much more tactical than it simply doing extra damage to some enemies. It'd stop polyps' attacks! ...halt kats in their tracks! ...and knock zombies and gremlins flat on their backs! Seriously it has applications against every monster type (including saving other players when they're about to be hit), which should make it worth using.
Pulsar line
Decrease the stopping power of its expanded shots so it can no longer stunlock enemies.
Why? This is the only true nerf I'm going to talk about in this post, and I have to say this line deserves it. The Polaris is considered by many to be the best gun in the game, and I very much agree. It was difficult to come up with a good way to make it less overpowered, though. The first thing I thought of was to take away the significant damage increase its shots receive when they expand. But that wouldn't make it any less defensively overpowered; it would just take longer to kill the enemies it's keeping at bay. The next thing I thought of was to decrease the knockback on its expanded shots. But that would actually make it more noob-friendly, as then it would be easier to land consecutive shots. It was when I came up with the stopping power buff I'm proposing for the Iron Slug that I realized decreasing the Pulsar line's stopping power could be the best option available for making it take a bit more skill to use. The Polaris would probably still be the best gun in the game, but it would be slightly harder to use in a team environment, and wouldn't be as exploitable against certain monsters like kats and particularly turret enemies. Also Vanaduke; he has... problems dealing with a full team of Polaris users. One last thing worth considering for this line is to slightly decrease the damage of its elemental guns (assuming their displayed stats correctly show they do identical damage to the normal ones) to compensate for the fact that they can inflict shock. It's worth considering because there are far more Polaris users than Supernova users, which is the case because, apart from the decreased damage to beasts and gremlins (which both like to dodge the slow moving projectiles), Polaris better in every way.
Cautery Sword
Increase its base damage to match that of the Tempered Calibur. Also increase its damage bonus versus slimes to Maximum!.
Why? This is literally the only way to make it outperform the Nightblade against slimes (and even with these changes it would still be outperformed by the Silent Nightblade). The fact that the player either bought or alchemized a weapon that can't be upgraded past 3* should be penalty enough for using this sword. Right now, the sword is a trap for players who don't read the Wiki, and that's kind of awful. Wasn't it originally designed to help with the Royal Jelly Palace? It really needs to be changed so it actually does that. If it is insisted that these changes I'm proposing are too much, either its damage bonus can be increased to Maximum! without the base damage increase or its damage bonus can be increased to Ultra with it also receiving the base damage increase, as implementing either of those would improve it to be on par with the Nightblade against slimes (and admittedly better than the Nightblade against the silkwings that appear in the Royal Jelly Palace).
Other items I've been thinking about
Omega Shell: This shield is basically the Volcanic Plate Shield without status resistances, which means it's bad. I think it would be interesting if it were changed to have decent-but-not-great defense against all four damage types. Then it could be more of an all-purpose shield, a role that defensive items that only protect against normal damage can no longer fill properly in T3.
Dark Retribution: It needs a damage increase. Just a little one. Just five or maybe ten percent. Its damage is so pitiful right now. It doesn't have to be great like it was originally, but there's no reason to keep it from being worth using. Also it's worth mentioning that a friend of mine who plays Lockdown a lot says that that it would be much improved if the speed of its projectiles were increased to what it used to be, as that would make it much harder for opponents to run through the ring without taking damage.
Pepperbox and Toxic Needle lines: I'm sure more players would use them if their chances of inflicting a status were changed from Slight to Fair. I really doubt that would make them overpowered.
Silversix and Argent Peacemaker: Change them back to split piercing/elemental damage and increase their damage bonuses versus undead to Medium and High respectively. This will make them effective against fiends and Vanaduke again, which makes more sense than them doing extra damage to constructs, since they're supposed to be holy guns! Plus, the only piercing guns out there right now are all really slow and lock the player in place when firing, which are problems against devilites. Oh and I should mention that if these are changed back to split damage, the Blackhawk and the Sentenza should not follow suit, as they're much more useful the way they are now. The only problem with this change is that it goes against the concept of the twin guns: light and dark. Maybe this could be reconciled by making the dark guns deal split normal/shadow damage and increasing their damage bonuses like I've suggested for the light guns. Though this would constitute a bit of a nerf to the dark guns. It could also potentially be reconciled by not increasing the damage bonuses of the light guns, but then that would probably nerf them too much against undead. I may need to ponder this further.
Troika line: I have more to say about this line than any other. In fact I have so much to say about it, I'm going to make a separate post all about it later on in this thread. I just need to finish some damage comparison tests before I'll be ready to do the rest of my writing about it.
So that's that! I'm very interested in feedback about all this, and will answer any questions I receive. I want to learn as much as I can. Game design, particularly refinement, is the profession I'm intent on moving into, and it has been my passion since I was six years old!
I want to finish by saying that it would be so cool if this post is read by any developers responsible for balancing Spiral Knights' items. If you the reader are one of these developers, what I'd truly love would be to have a chance to speak with you myself. I don't know how possible this would be, and yet it would be an amazing learning opportunity for me, and I think that, with my forte for problem solving and thinking outside the box, I might have something to contribute.
Volcanic has lots of normal defense. Omega shell has lots of health.